{"id":17391,"date":"2026-05-31T22:34:25","date_gmt":"2026-05-31T19:34:25","guid":{"rendered":"https:\/\/vpesports.com\/minecraft\/mods\/applied-kubejs\/"},"modified":"2026-05-31T22:34:25","modified_gmt":"2026-05-31T19:34:25","slug":"applied-kubejs","status":"publish","type":"mod","link":"https:\/\/vpesports.com\/minecraft\/mods\/applied-kubejs\/","title":{"rendered":"Applied KubeJS"},"content":{"rendered":"<p># Applied KJS (AE2 \u00d7 KubeJS Bridge)<\/p>\n<p>> A powerful AE2 \u2194 KubeJS bridge for modpack developers that adds scriptable AE2 recipes, network monitoring, storage\/crafting events, device inspection, and optional ME crafting job automation.<\/p>\n<p>**Applied KJS** is a bridge mod for **Applied Energistics 2 (AE2)** and **KubeJS** that gives modpack developers deep, scriptable access to AE2 systems without writing a dedicated Java addon for every pack.<\/p>\n<p>If you want to build AE2-focused progression, automation, diagnostics, alerts, or recipe overhauls in KubeJS, this mod is built for that workflow.<\/p>\n<p>The **wiki page** can be found **~~here~~**! (coming soon, you can view my pull request here. And you can view the wiki page&#8217;s raw code here.)<\/p>\n<p>***<\/p>\n<p>## What this mod adds<\/p>\n<p>### \u2705 AE2 recipe scripting helpers for KubeJS<\/p>\n<p>Create and manage AE2 recipe JSON from scripts, including helpers for common AE2 recipe types such as:<\/p>\n<p>*   Charger recipes<br \/>\n*   Inscriber recipes (including press-style setups)<br \/>\n*   Transform recipes<br \/>\n*   Entropy recipes (heat\/cool behavior)<br \/>\n*   Matter Cannon ammo behavior entries<\/p>\n<p>Also includes utilities to help with:<\/p>\n<p>*   Building recipe JSON safely<br \/>\n*   Validating and stringifying recipe JSON<br \/>\n*   Adding\/removing AE2 recipes from KubeJS<br \/>\n*   Removing recipes by output, type, or JSON match patterns (useful for large pack overhauls)<\/p>\n<p>***<\/p>\n<p>### \u2705 AE2 key wrappers (items\/fluids) exposed to JS<\/p>\n<p>Work with AE2-style item\/fluid keys in KubeJS-friendly objects.<\/p>\n<p>This makes it easier to:<\/p>\n<p>*   Parse AE2 item\/fluid identifiers<br \/>\n*   Compare keys (exact\/fuzzy matching)<br \/>\n*   Read IDs\/mod IDs\/display names<br \/>\n*   Format amounts similarly to AE2<br \/>\n*   Serialize key data to JSON for logs, UIs, or debugging<\/p>\n<p>Perfect for scripts that need to understand AE2 storage\/crafting data in a clean way.<\/p>\n<p>***<\/p>\n<p>### \u2705 ME network (grid) monitoring APIs<\/p>\n<p>Inspect and track AE2 networks from scripts.<\/p>\n<p>The bridge can expose grid summaries and network state so you can build custom logic around:<\/p>\n<p>*   Network online\/offline state<br \/>\n*   Power storage and usage<br \/>\n*   Controller\/channel state<br \/>\n*   Node counts<br \/>\n*   CPU counts<br \/>\n*   Request\/crafting counts<br \/>\n*   Storage summary information<\/p>\n<p>This is especially useful for:<\/p>\n<p>*   Progression systems<br \/>\n*   Custom quests<br \/>\n*   Server diagnostics<br \/>\n*   Automation triggers<br \/>\n*   Admin tools and alerts<\/p>\n<p>***<\/p>\n<p>### \u2705 KubeJS events for AE2 activity (server-side)<\/p>\n<p>React to AE2 events directly in your scripts.<\/p>\n<p>Examples of event categories include:<\/p>\n<p>#### Network lifecycle \/ status<\/p>\n<p>*   Network created \/ removed<br \/>\n*   Network changed<br \/>\n*   Network power state changes<\/p>\n<p>#### Storage tracking<\/p>\n<p>*   Storage delta changes (item\/fluid amount changes)<br \/>\n*   Threshold crossing events (custom watch triggers)<\/p>\n<p>#### Crafting lifecycle<\/p>\n<p>*   Crafting requested<br \/>\n*   Crafting job started\/completed\/stopped<br \/>\n*   Stuck crafting detection events<\/p>\n<p>#### Player interaction \/ progression hooks<\/p>\n<p>*   Terminal opened events<br \/>\n*   Player milestone events (for tutorials\/quest progression)<\/p>\n<p>This enables highly dynamic pack logic such as:<\/p>\n<p>*   Warning players when the ME system loses power<br \/>\n*   Triggering quests when stock reaches a threshold<br \/>\n*   Logging or notifying admins when a CPU gets stuck<br \/>\n*   Unlocking guide chapters when players first interact with AE2 terminals<\/p>\n<p>***<\/p>\n<p>### \u2705 Storage threshold watches<\/p>\n<p>Register watches for specific AE2 items\/fluids (optionally scoped to a specific grid) and react when stored amounts cross a threshold.<\/p>\n<p>Great for:<\/p>\n<p>*   Low-stock alerts<br \/>\n*   Automated progression checks<br \/>\n*   Soft automation triggers<br \/>\n*   Pack health monitoring \/ dashboards<\/p>\n<p>***<\/p>\n<p>### \u2705 Optional scripted AE2 crafting request API (advanced)<\/p>\n<p>Plan and optionally submit AE2 crafting jobs through scripts.<\/p>\n<p>This can be used to:<\/p>\n<p>*   Simulate\/plan an ME craft request<br \/>\n*   Inspect required bytes and job details<br \/>\n*   View missing\/used\/emitted items from a plan<br \/>\n*   Submit a job (when valid requester context is provided)<br \/>\n*   Track\/cancel submitted jobs<\/p>\n<p>This is a powerful feature for advanced packs that want **script-controlled AE2 automation logic**.<\/p>\n<p>> **Important:** The crafting request API is **disabled by default** in the server config for safety\/control. Pack devs must enable it manually.<\/p>\n<p>***<\/p>\n<p>### \u2705 AE2 device inspection helpers<\/p>\n<p>Inspect AE2-related block entities\/devices at positions and read useful state for scripts or admin tools.<\/p>\n<p>Depending on the device, this may include information like:<\/p>\n<p>*   Class\/type name<br \/>\n*   Position\/dimension<br \/>\n*   Active \/ powered state<br \/>\n*   Drive\/chest storage summary info<br \/>\n*   Attached grid summary<\/p>\n<p>Useful for:<\/p>\n<p>*   Debug commands<br \/>\n*   Admin scripts<br \/>\n*   Quest validation<br \/>\n*   In-game diagnostic tools<\/p>\n<p>***<\/p>\n<p>### \u2705 Progression milestone hooks (AE2-aware)<\/p>\n<p>The bridge includes milestone-style hooks for player progression and tutorial flows.<\/p>\n<p>This makes it easy to build pack onboarding logic like:<\/p>\n<p>*   First login milestone<br \/>\n*   First AE2 craft milestone<br \/>\n*   Controller crafted milestone<br \/>\n*   Crafting terminal \/ molecular assembler milestones<br \/>\n*   Other AE2 progression checkpoints<\/p>\n<p>Ideal for:<\/p>\n<p>*   FTB Quests \/ custom questbooks<br \/>\n*   In-game tutorial systems<br \/>\n*   Unlock-based progression packs<\/p>\n<p>***<\/p>\n<p>### \u2705 Debug commands and data dumps<\/p>\n<p>Includes optional admin\/debug command support (server-side, permission-gated) for collecting stats, grid summaries, and diagnostic dumps.<\/p>\n<p>Excellent for:<\/p>\n<p>*   Pack development<br \/>\n*   Multiplayer troubleshooting<br \/>\n*   Profiling AE2 behavior in scripted setups<\/p>\n<p>***<\/p>\n<p>## Why modpack developers might want this<\/p>\n<p>**Applied KJS** helps you build systems that would normally require writing a custom Java integration mod, such as:<\/p>\n<p>*   AE2-aware progression scripting<br \/>\n*   Dynamic recipe rebalancing<br \/>\n*   Stock monitoring and alerts<br \/>\n*   Scripted automation control<br \/>\n*   Custom diagnostics dashboards<br \/>\n*   Admin support tooling<br \/>\n*   Event-driven gameplay tied to ME activity<\/p>\n<p>If you already use **KubeJS** heavily, this gives you a much deeper way to integrate **AE2** into your pack logic.<\/p>\n<p>***<\/p>\n<p>## Example use cases<\/p>\n<p>*   **Quest gating:** Detect when a player first opens a terminal and unlock a tutorial chapter.<br \/>\n*   **Automation safety:** Alert admins when an ME network loses power or a crafting CPU gets stuck.<br \/>\n*   **Resource management:** Fire events when Certus Quartz stock drops below a threshold.<br \/>\n*   **Recipe overhaul packs:** Replace\/adjust AE2 machine recipes entirely from KubeJS.<br \/>\n*   **Progression packs:** Grant milestones when key AE2 components are crafted.<\/p>\n<p>***<\/p>\n<p>## Configuration (server-side)<\/p>\n<p>The bridge is designed to be configurable for pack\/server needs.<br \/>\nTypical options include toggles and limits for areas such as:<\/p>\n<p>*   Network events<br \/>\n*   Storage events<br \/>\n*   Crafting events<br \/>\n*   Terminal events<br \/>\n*   Progression hooks<br \/>\n*   Debug commands<br \/>\n*   Craft request API<br \/>\n*   Scan intervals \/ tracking limits<br \/>\n*   Event spam protection \/ throttles<br \/>\n*   Logging verbosity<br \/>\n*   Dimension filters \/ allowlists<\/p>\n<p>> Recommended: Start with default settings, then enable advanced features (especially crafting request APIs) only when your scripts need them.<\/p>\n<p>***<\/p>\n<p>## Requirements \/ Compatibility<\/p>\n<p>*   **Minecraft:** 1.20.1 (Forge build shown here)<br \/>\n*   **Requires:** Applied Energistics 2 (AE2)<br \/>\n*   **Requires:** KubeJS<br \/>\n*   **Loader:** Forge (this project page\/build target)<\/p>\n<p>> Always check the **Files** tab and changelog for the correct mod versions and dependency versions for your pack.<\/p>\n<p>***<\/p>\n<p>## Notes for script authors<\/p>\n<p>This mod is primarily aimed at **server-side pack logic** and **modpack developer scripting workflows**.<\/p>\n<p>In general:<\/p>\n<p>*   Use **startup scripts** to register reusable helpers\/constants (if desired)<br \/>\n*   Use **server scripts** for AE2 events, monitoring, thresholds, and automation logic<br \/>\n*   Use **client scripts** only if a specific client-facing integration is provided by the build\/version you are using<\/p>\n<p>***<\/p>\n<p>## Permissions &#038; Modpack Use<\/p>\n<p>You may include this mod in modpacks **subject to the project\u2019s license\/permission terms**.<br \/>\nPlease refer to the project\u2019s repository\/license page for exact usage rights.<\/p>\n<p>***<\/p>\n<p>## Issue Reporting \/ Feedback<\/p>\n<p>When reporting issues, please include:<\/p>\n<p>*   Minecraft version<br \/>\n*   Loader\/version (Forge)<br \/>\n*   AE2 version<br \/>\n*   KubeJS version<br \/>\n*   Applied KJS version<br \/>\n*   Logs and reproduction steps<br \/>\n*   Relevant KubeJS scripts (if applicable)<\/p>\n<p>This makes debugging integration issues much faster.<\/p>\n<p>***<\/p>\n<p>## TL;DR<\/p>\n<p>**Applied KJS** turns AE2 into a scriptable system for KubeJS-powered modpacks \u2014 letting you build recipes, react to ME events, monitor grids, inspect devices, and (optionally) automate AE2 crafting flows with far less custom Java work.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>A powerful AE2 \u2194 KubeJS bridge for modpack developers that adds scriptable AE2 recipes, network monitoring, storage\/crafting events, device inspection, and optional ME crafting job 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